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  1. Emergency Hub
  2. Lexikon
  3. EMERGENCY 4
  4. SDK

Command

  • Antiphon
  • 12. November 2023 um 15:33
  • 1.610 mal gelesen
  • Code
    enum CommandGroup
    {
    	CGROUP_DEFAULT			= 0,
    	CGROUP_ARREST			= 1,
    	CGROUP_FIREHOSE			= 2,
    	CGROUP_CARRY_PERSON		= 3,
    	CGROUP_PULLING			= 4,
    	CGROUP_DLK_BASKET		= 5,
    	CGROUP_LIGHT			= 6,
    	CGROUP_CANNON_WAW		= 7,
    	CGROUP_DRAW_WEAPON		= 8,
    	CGROUP_INSTALL			= 9,
    	CGROUP_SEARCHLIGHT		= 10,
    	CGROUP_SHIPDROP			= 11,
    	CGROUP_UNLOADVEHICLE	= 12,
    	CGROUP_BUCKET			= 13,
    	CGROUP_DOG				= 14,
    	CGROUP_PICKUP			= 15,
    	CGROUP_CRANE			= 16,
    	CGROUP_GETEQUIPMENT		= 100
    };
    Alles anzeigen
    Code
    enum CommandRestriction
    {
    	RESTRICT_NONE,
    	RESTRICT_LOCKED,
    	RESTRICT_USABLE,
    	RESTRICT_BULLDOZABLE,
    	RESTRICT_TRANSPORTABLE,
    	RESTRICT_ACCESSIBLE,
    	RESTRICT_COOLABLE,
    	RESTRICT_SHOOTABLE,
    	RESTRICT_CUTABLE,
    	RESTRICT_MEGAPHONE,
    	RESTRICT_RECOVERABLE,
    	RESTRICT_FLOTSAM,
    	RESTRICT_NOTDESTROYED,
    	RESTRICT_CARRYABLE_BD,
    	RESTRICT_HASFIREEXT,
    	RESTRICT_HASSHEARS,
    	RESTRICT_HASCHAINSAW,
    	RESTRICT_HASJUMPPAD,
    	RESTRICT_HASROADBLOCK,
    	RESTRICT_HASFLASHGRENADE,
    	RESTRICT_HASFIREAXE,
    	RESTRICT_HASFIREHOSE,
    	RESTRICT_PULLABLE,
    	RESTRICT_BURNING,
    	RESTRICT_NOTBURNING,
    	RESTRICT_LINKED,
    	RESTRICT_NOTLINKED,
    	RESTRICT_INJURED,
    	RESTRICT_NOTINJURED,
    	RESTRICT_ARRESTED,
    	RESTRICT_NOTARRESTED,
    	RESTRICT_IDLE,
    	RESTRICT_SELFEXECUTE
    };
    Alles anzeigen
    Code
    enum CommandRestriction2
    {
    	RESTRICT2_NONE,
    	RESTRICT2_ISHYDRANT,
    	RESTRICT2_ISHYDRANTORSELF
    };
    Code
    enum CommandPossibleExists
    {
    	CPE_CUTABLE_OBJECTS,
    	CPE_LOCKED_HOUSE,
    	CPE_HOUSE_FOR_JUMPPAD,
    	CPE_CAR_W_ENCLOSED_PERSON,
    	CPE_FREE_HOSE_CONNECTION,
    	CPE_COOLABLE_OBJECTS,
    	CPE_NONIJURED_PERSON,
    	CPE_FREE_DLK,
    	CPE_ACCESSIBLE_HOUSE,
    	CPE_EXTINGUISHABLE_OBJECTS,
    	CPE_OBJECTS_PULLABLE,
    	CPE_REPAIRABLE_CAR,
    	CPE_ASKABLE_PERSON,
    	CPE_INJURED_PERSON,
    	CPE_WOUNDED_SQUAD,
    	CPE_USABLE_WM_OBJECTS,
    	CPE_DROWNING_PERSONS,
    
    	CPE_ALWAYS
    };
    Alles anzeigen
    Code
    enum CommandFirehoseNeed
    {
    	CFN_IGNORE,
    	CFN_NEEDED,
    	CFN_FAIL
    };
    Code
    class CommandScript
    {
    		CommandScript(const char *Class_, const char *Object_);
    		virtual ~CommandScript();
    
    		void SetBitmapName(const char *Name);
    		void SetActionCursor(const char *Name);
    		void SetIcon(const char *Name);
    		void SetCursor(const char *Name);
    		void SetCommandName(const char *Name);
    		void SetInfotextVisible(bool Visible);
    		void SetValidTargets(int Types_);
    		void SetDoubleClickable(bool DblClickable_);
    		void SetActivationByLeftClick(bool byLeftClick_);
    		void SetGroupID(int ID_);
    		void SetGroupLeader(bool IsLeader_);
    
    		void SetRestrictions(int Restrictions_);
    		void AddRestriction(CommandRestriction Restriction_);
    		void RemoveRestriction(CommandRestriction Restriction_);
    		int GetRestrictions() const;
    
    		void SetRestrictions2(int Restrictions_);
    		void AddRestriction2(CommandRestriction2 Restriction_);
    		void RemoveRestriction2(CommandRestriction2 Restriction_);
    		int GetRestrictions2() const;
    
    		void SetHighlightingEnabled(bool enabled_);
    		void SetKeepAsCurrentCommand(bool keep_);
    		void SetDeselectCaller(bool deselect_);
    		void SetPossibleExists(int Exists_);
    		void SetPossibleEquipment(int Equipment_);
    		void SetPossibleCallers(int Types_);
    		void SetNeedsConnectedHose(CommandFirehoseNeed NeedsHose_);
    		void SetNeedsCarWithFlagSet(int Flag_);
    		void SetPriority(int Priority_);
    		void SetSelfClickActivation(bool activate_);
    };
    Alles anzeigen
    Code
    enum MoveMode
    {
    	MOVE_ABORT,
    	MOVE_TO_POSITION,
    	MOVE_INTO_HOUSE,
    	MOVE_HOUSE_TO_HOUSE,
    	MOVE_HOUSE_TO_POSITION
    };
    Code
    struct MoveResult
    {
    	MoveMode Mode;
    	Vector Target;
    	Vector Intermediate1;
    	Vector Intermediate2;	
    	bool UnInstall, BasketDown;
    	OpenHouse EnterHouse;
    	OpenHouse LeaveHouse;
    };
    Code
    namespace Commands
    {
    	MoveResult CheckMoveConditions(GameObject *Caller, Actor *Target, int ChildID);
    	bool IsEnterCarPossible(GameObject *Caller);
    };
    • Emergency4
  • Vorheriger Eintrag Camera
  • Nächster Eintrag EActions
  • PDF

Kategorien

  1. EMERGENCY 5 / 2016 / 2017 / 20 11
    1. Allgemeines 6
    2. Assets 1
    3. Mapping 1
    4. Prefabs 3
    5. Scripting 0
  2. EMERGENCY 4 47
    1. Allgemeines 10
    2. Assets 6
    3. Mapping 4
    4. Prototypes 1
    5. Scripting 0
    6. SDK 26
  3. EMERGENCY 8
    1. Hilfestellungen 7
    2. Problemlösungen 1
  4. Emergency Hub 0
    1. Features 3
      1. Modding Teams 3

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